• Title of article

    Why do people play on-line games? An extended TAM with social influences and flow experience

  • Author/Authors

    Chin-Lung Hsu، نويسنده , , Hsi-Peng Lu، نويسنده ,

  • Issue Information
    روزنامه با شماره پیاپی سال 2004
  • Pages
    16
  • From page
    853
  • To page
    868
  • Abstract
    On-line games have been a highly profitable e-commerce application in recent years. The market value of on-line games is increasing markedly and number of players is rapidly growing. The reasons that people play on-line games is an important area of research. This study views on-line games as entertainment technology. However, while most past studies have focused on task-oriented technology, predictors of entertainment-oriented technology adoption have seldom been addressed. This study applies the technology acceptance model (TAM) that incorporates social influences and flow experience as belief-related constructs to predict users’ acceptance of on-line games. The proposed model was empirically evaluated using survey data collected from 233 users about their perceptions of on-line games. Overall, the results reveal that social norms, attitude, and flow experience explain about 80% of game playing. The implications of this study are discussed.
  • Keywords
    flow experience , On-line game , social influence , tam
  • Journal title
    Information and Management
  • Serial Year
    2004
  • Journal title
    Information and Management
  • Record number

    1226586